manifesto on the design of human experience · 2018-04-02 · the integration of technology and...
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Manifesto on the Design of Human Experience
IDEAS WE CARE ABOUT
Our manifesto on the design of human experience
is an evolving exploration, as much as it is a
statement about what we have learned and what
is important to us. On one level it articulates
our beliefs about sustaining behavioral change
through exceptional learning, design and human
experience. On another level it speaks to what
we have come to understand about what it really
takes to make lasting and profound strategic and
cultural shifts within our client organizations. At
still another and more fundamental level, it is about
what makes us human.
The following design elements are the ‘strange
attractors’ that create profound and meaningful
shifts in both the process of our work and the
outcomes we achieve together with our clients
and partners. These ideas drive our design and
business innovation and collectively they form the
heart of our raison d’être.
Where do we start in design of learning experience?Most people start from learning outcomes. We
start from an emotional connection to the learning
outcome; not only what the benefit is to the
organization of this change, but also why the
participants would care about this. We have to
reach and challenge them intellectually, but also
fully engage them emotionally. The story emerges
in pulsing, living form, from the heart of the
problem; it doesn’t descend coolly from the head.
Don JonesFounder & President
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Culture as OutcomeCultural alignment is always a key learning outcome. Nothing can happen by rules, policies or laws alone;
there has to be will. Culture aligns will. Period.
Design Lays the Cultural TracksMost organizations create decent strategy. Then they turn to the troops and effectively say, “Here it is, let’s
go!” Great design of human experience lays the cultural tracks upon which the strategy can effectively
roll out. Without it the strategy, good or mediocre, will be mired in implementation problems that bright
people will not make the effort to solve.
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ElevateGreat human experiences require some form of elevation: of the conversation... of the idea... of the
purpose... of the core reason for doing it in the first place. The question of ‘why’ always has to be asked
again and again. Human experiences are always profound, though they can be disguised as mundane.
Noticing the profound in the mundane and bringing this understanding to light for others elevates design.
Virtual Learning and The Last MileLearning happens within an individual so, while distribution systems are, and will be, massive and global,
learning actually happens individually and thus locally. The design of that last mile needs to fit the local
and individual contexts rather than only satisfy the global and collective ones.
The integration of technology and human design across the three stages of the last mile: delivery,
acceptance and application, facilitated through the initial act of creation, holds the keys to unlocking
the almost unlimited human and digital potential that lies within the present and future of learning.
The solution requires a design esthetic that integrates the perspectives and aspirations of both art and
science.
We have everything we need within our grasp. The costs and capacities of technology are such that
we have enough, and now the solution is in our hands to build the human nuances of a learner’s digital
‘acceptance’ and ‘application’ in consort with the technological architecture, rather than on top of it.
(See our Thought Paper The Last Mile: The Future of Digital Learning.)
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The Power of OneHumans don’t have experiences as a group; they may however, individually experience events in a group.
The difference is profound. Humans process their experiences internally, individually and on many levels,
even when they are influenced by being in a group. Design needs to provide unique experiences for
each individual – whether it is the design of a space or an experiential event. The details have to be deep
enough for individuals to feel emotionally and intellectually that this experience has been designed for
them alone. This is not only possible, it is required; whether for an afternoon in-classroom experience for
six people, or a virtual immersive world for 1000 people around the world.
ResonateHumans, even when they experience something new, need to ground that experience against something
old. To have a new insight it must be both fresh and old at the same time. It must provide a new way of
seeing, but feel right intuitively from experience. It needs to both startle and resonate at once.
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Everything is ChangingNo it’s not. Yes, there are many changes happening on many levels in our world. But many things have
not changed. We need love, some sense of control, acceptance, security and meaning in our lives. These
fundamentals are enduring and drive every one of our daily personal and professional actions and choices.
Design has to use the strongest foundation to build upon. We need to recognize change for what it is and
what it says, but the design needs to build on rock-solid foundations that have not changed in
a millennium.
Doing ‘A’ While Hoping for ‘B’Most design of human experience achieves ‘A,’ while hoping for ‘B.’ The experience often misses the way
humans really work. Humans are messy. They sense, feel, think, do, act and react to their environment in
ways that are nuanced and individually determined. But if you look closely enough, you can find patterns
that can help your design move from an interesting idea to a powerful solution for many. Designs have to
fit and work in the context of an individual’s real life and work; their real life doesn’t have to fit into
a design.
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Design Expresses CultureDesign of human experiences expresses the culture of the enterprise; in many ways, more so than the
content. Content expresses the stated intent and the logic of the organization, while the macro design
elements express its unstated culture. Participants clearly get the latter message, whether intended or not
and behave accordingly. The problem with much design is that the cultural messages being sent are either
unintended or misaligned with the outcomes the company wants to achieve.
Creative is Found Deep with RigourGreat creativity emerges from the confluence of deep rivers of thought: the honest examination of the
landscape, issue or idea, the broad and deep experience of the designer and team, and the contours and
context merge the two in the birth of an idea. The illusion is that it is from the blank page that creative
design flows. In fact, it flows from deep (sometimes invisible) processes that support it. Artists, actors and
designers deeply mine and rigorously examine the landscape, whether that landscape is human behaviour,
a business culture, a competitive advantage, a product innovation or a leadership vision.
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Meaning Drives EverythingAbraham Maslow has underpinned our understanding of psychological behaviours for many years with
his Hierarchy of Needs. It is ubiquitous with our modern design; so fundamental and deeply hidden in
our culture that we don’t fully see its manifestation in our design experiences. It is there and the model
is often misunderstood as a hierarchy, but we don’t believe that was his intent, despite the unfortunate
title of a very good and nuanced work. Humans have chosen to forgo the fundamental ‘higher’ elements
in the hierarchy in the absence of meaning. If people don’t have a feeling that the world makes sense,
then hopes die and their desire and ability to reach for basic needs or advanced growth disappears. The
design of human experience provides the context for the making of meaning for individuals. It is in making
their own meaning that humans then choose to leverage the tools presented to them; or not. Without a
connection on some level to meaning, even the best tool, idea, process or strategy will not be enough to
unleash the energy required to change.
Victor Frankle’s profound life and his book Man’s Search for Meaning is one of the most powerful works
along this path of thinking.
Work is the Play of Children (and Play can be the Work of Adults)Children need to be immersed in play in order to learn how the world works: how things are connected
to each other, the impact that they have on the world and that the world has on them. Adults do not find
flow in their work until they engage with the world with the same focused abandon that they did when
they were children. As a child, you are supported and can afford to give yourself fully over to an activity
that you define as play. As an adult, you are supporting yourself, your family and the community you are
involved in – yet you can only leverage your potential when you give yourself over in the same way as
the child, to the challenge at hand. Great learning experiences need to pull humans into an immersive
and nuanced world and a set of challenges that allows participants to lose themselves, even for a few
moments, so that they can surprise themselves with what they find.
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Work is NobleWork is noble. No matter what the job, supporting ourselves, our families and contributing to our
community are noble acts. Great design needs to remind people of this inherent truth and remind them of
the contributions they are making.
Human AttentionIt is popular to believe that people aren’t paying attention. The truth is that they are, much more closely
than might be apparent. They see past your message and examine the messenger. They synthesize
context at a much more profound level than they are given credit for. Understanding this is the largest and
most profound opportunity in the design of human experience.
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Each Person has a Gift to ContributeEach person has a gift to contribute. This is our belief. Great design starts with this belief and then creates
the experience for people to either remember or discover this about themselves.
Defining the Right ProblemThe greatest opportunity for design impact is in the initial meeting(s) with clients and in the initial thinking
about the problem. Solving problems is usually is not the hard part. Defining the right problem to solve –
that is where insights emerge and great design starts.
(See our Insight Labs to see practice of our principles in action).
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The Boundaries of the Problem Solving SpaceOur role in design is not simply to understand the boundaries of the problem-solving space; it is to
question why those are the boundaries at all.
For Design to be a Strategic PartnerIf we want to achieve results that align with the mission and culture of the enterprise, that drop to
the bottom line, and go beyond silo-based thinking, we as a design partner have to drop our own silo
limitations from the design process as well. Design can’t simply be about training; it has to be aligned to
the business strategy, goals and culture, and to creating sustainable behaviour change.
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Chaos to OrderInherent in design is a journey. It is always an individual journey, even when a group is involved. The
individual needs to feel a movement from Chaos to Order. To begin with, they need to feel somewhat at
disequilibrium and they need to then move to a state of equilibrium. Most design doesn’t work because it
doesn’t recognize the need to start in disequilibrium. Too much uncertainty and you have chaos, and too
little and you have passivity and entropy. Understanding how to strike the right balance is fundamental to
great design and it is both an art and a science.
Isolation to CommunityHumans are always on the journey of moving from isolation to community. Humans want to move past
mere connection and toward more secure levels of relationship in a group or social structure. Great design
needs to recognize that this is one of the key reasons that people find the deep motivation required for
learning, for growth, for skill development and for understanding. This movement helps them not only to
do their jobs, but it helps them move to greater levels of community and ultimately toward meaning.
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Detail MattersNuance. Shade. Tone. Gradation. Volume. Detail. Humans are deeply moved by moments. An individual’s
reaction to an experience is influenced by the countless details that have been carefully crafted within it.
Details matter.
Context Trumps ContentTwo examples:
In a world of increasing complexity
• Who you are speaks so loudly that I can’t hear what you are saying.
• Say yes, but shake your head and look angry; which message do you think people will
believe? Humans say that the content matters, and of course it does matter. However, the extent of
that is precisely determined by our judgment of the context of that content. Designing content is
never enough; the nuance of context delivers the power behind the message and needs to be carefully
crafted.
(See our Thought Paper Context Trumps Content.)
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It is Possible...It is possible to create massive cultural shifts, to sustainably change behaviors, to align around values,
well-defined brands, clear strategies and a leader’s vision. It is not only possible – it is precisely what our
audiences hope to be able to find in their work. Great design simply gets the junk out of the way, between
a clear direction and natural aspiration. It also puts in just-in-time systems and tools to measure, remind
and support those aligned aspirations through the hills and valleys of implementation.
Four ‘Walls” of the ClassroomWhether those ‘walls’ are virtual or real, great design refines what is possible within them. It has to start
with the foundational design tools, driving human motivations and leveraging natural human aspirations.
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Time and Group Size MattersTiming is a powerful factor in design. The same program will have dramatically different effects based
on the design of the schedule. A fully immersive, asynchronous, virtual, pervasive experience stretched
across four weeks can be amazing for one company in one context; for another company and context a
three-hour, globally synchronous experience can lead to the same amazing benefits. Time is an incredibly
important design element.
Group size matters and is an important design element. Whether small debriefing or mass energy,
individual learning or massive cultural shift, size is an important context-setting design element, not just a
logistical question.
When does the penny drop?We do not understand how humans learn. Not really. Great design needs to recognize that at this moment
in human evolution, the best learning theory gives us only an approximation of how humans actually take
in sensory data, encode it and create the consistent ability to choose at a specific future point in time to
use it productively. Neurosurgeons we interviewed are humbled by the complexity of the human brain; as
designers we have a deep sense of respect for this complexity. We will only move the yardstick forward by
openly acknowledging the current significant gaps in our own understanding. We can’t underestimate the
task at hand in having humans make consistently different choices. We cannot let this acknowledged gap
prevent us from taking productive and effective action. But great learning design has to provide some
room for the mystery inside the process of learning; if not, the experience and content will crowd out the
very learning it is trying to achieve.
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In-Classroom Facilitation and DesignIn-classroom learning is facilitated by talented, motivated people. Design should support the best
intentions of a skilled facilitator – rather than get in their way. Facilitation is an art. It is to be understood
in the moment, with the participants standing right there. The design of the experience needs to fit this
powerful, dynamic relationship and to provide the best options for optimizing that relationship.
Consistency and SpontaneityIndividuals always create their own story within a design. The design needs to recognize this reality, and
celebrate it, rather than ignore it. Facilitators and technology-enabled Digital Mentor (DM) feedback must
have the ability to translate the individual’s experience of that design. Those are two different things,
sometimes radically different. The design needs richness and consistency. The process of debriefing and
feedback requires knowledge of both the intent of the design and some appreciation for the unique story
that forms in a participant’s mind about the experience. Consistency and spontaneity are both required
for optimal human experience. This is as true in the design of virtual immersion worlds as it is in the
creation of classroom experiential events.
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Form Follows Function. And Function Equally Follows FormFor years the idea of design was that form follows function. While this is true, it is only a half-truth. The
other half is that function equally follows form. We shape the spaces we work in – but once we use those
spaces they shape us! The design of human experiences is no different. Once we design an experience for
humans, it shapes the behaviours of those within it.
Hints and ClarityAny design that is perfectly clear is inherently dishonest. Life is not like that and on some level humans
understand this. Some things serve an audience better behind a curtain, slightly blurry. This is not to hide
the clarity, but to reveal the mystery.
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Connecting to Your AudienceWhen you are training, educating, or communicating ideas, you are not only transferring ideas; you are
connecting at a soul-to-soul level with other humans. Your audience, both virtual and in-person, will
on some level ask two questions: “Who are you?” and “Why are you doing this?” Great design must
create, in every nuance of the context (timing, emphasis, words, images, character, direction, tone and
engagement), the opportunity for each individual to clearly and quickly arrive at positive answers to those
questions for themselves. Only then will you have the opportunity for your idea to even be considered.
StoryEvery human experience is a story. Everything has, and is, a story. One of the most important talents a
designer brings to bear on a project--perhaps the most important--is to understand the simple story of
the sometimes very complex experience they are creating. That means understanding how the variables
within that story intimately connect to each other and to those who will experience them. Do they flow?
Are they alive? Do they dance? Is the story simple enough for humans to interact with it and create their
own story within it? Is the story rich enough to be both intellectually challenging, as well as
emotionally engaging?
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ComplexityWe are hired for complex, challenging projects. It is what we do and we love (most of) it! There comes
a point in every creation where the weight of the variables seem overwhelming and complex. This is the
point of breaking the project or of breakthrough; and it is where the designer must answer one question
successfully, “What is the simple story within this complexity and of this experience?” Finding the right
answer means arriving at the sweet side of complexity. Avoiding the question or answering incorrectly
means losing the design and becoming buried behind a shallow mask of complexity. We know from
experience that it is much better to face and answer the question correctly the first time.
Simple is not SimplisticThe best designs are both simple and complex. They derive their unique character, creativity and
complexity from the multiplicity of permutations and combinations of a very few, carefully chosen, simple
rules.
Underlying the most successful ‘complex’ designs are a few simple and clear driving elements. Inside
each simple driver you must find a rock-solid foundation of both heart and logic. Underlying unsuccessful
designs, whether complex or simple, are either unclear drivers, or overly complex ones.
While it seems training and education is about what we ‘show and tell,’ the truth is much more compelling
and intriguing. People need to be seen before they can really open themselves to seeing. They need to
feel accepted as part of a group and identified as an individual within it. The design of powerful human
experiences requires the environment to not just ‘show and tell’ ideas being presented, but to ensure that
the participants feel they are regarded as unique and valued individuals. This can and should happen even
when the audience is 10,000 virtual participants.
Learning is never about filling empty heads; it is about inspiring each individual human to grow.
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IDEAS WE CARE ABOUT